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Go directly to real glBindFrameBuffer when binding real backbuffer
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@@ -248,7 +248,8 @@ void GLReplay::FlipOutputWindow(uint64_t id)
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WrappedOpenGL &gl = *m_pDriver;
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gl.glBindFramebuffer(eGL_FRAMEBUFFER, 0);
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// go directly to real function so we don't try to bind the 'fake' backbuffer FBO.
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gl.m_Real.glBindFramebuffer(eGL_FRAMEBUFFER, 0);
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gl.glViewport(0, 0, outw.width, outw.height);
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gl.glUseProgram(DebugData.blitProg);
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